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§6 Decision- -Making Making

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§6 Decision

§6 Decision- -Making Making

„„ decisiondecision-- making and gamesmaking and games

„

„levels of decision-levels of decision-makingmaking

„

„modelled knowledgemodelled knowledge

„

„methodmethod

„„ example methodsexample methods

„

„finite state machinesfinite state machines

„„flocking algorithmsflocking algorithms

„

„influence mapsinfluence maps

„„ this will not be a comprehensive guide into decisionthis will not be a comprehensive guide into decision-- making!

making!

MVC (revisited) MVC (revisited)

control logic

driver

proto-view

rendering state instance core structures

input device

action configuration

instance data

synthetic view synthetic

player

script output

device human player

options perception

model

view controller

AI system AI system

World recognitionPattern Observed events Observed events

and states and states

Decision- making system Requested

Requested actions actions

Possible actions Possible actions Primitive events Primitive events

and states and states

Previous primitives

Three perspectives for decision Three perspectives for decision- -

making in computer games making in computer games

„

„

level of decision- level of decision -making making

„

„strategic, tactical, operationalstrategic, tactical, operational

„„

use of the modelled knowledge use of the modelled knowledge

„

„prediction, productionprediction, production

„„

methods methods

„„optimization, adaptationoptimization, adaptation

Level of decision

Level of decision- -making making

„„

strategic strategic

„„what should be donewhat should be done

„„

tactical tactical

„„how to actuate ithow to actuate it

„„

operational operational

„„how to carry it outhow to carry it out

Strategic level Strategic level

„„

long- long -term decisions term decisions

„„infrequent → can be computed offline or in the infrequent → can be computed offline or in the background

background

„

„

large amount of data, which is filtered to bring large amount of data, which is filtered to bring forth the essentials

forth the essentials

„

„quantization problem?quantization problem?

„„

speculative (what- speculative (what -if scenarios) if scenarios)

„

„

the cost of a wrong decision is high the cost of a wrong decision is high

(2)

2 Tactical level

Tactical level

„

„

medium medium- -term decisions term decisions

„

„

intermediary between strategic and operational intermediary between strategic and operational levels

levels

„

„follow the plan made on the strategic levelfollow the plan made on the strategic level

„„convey the feedback from the operational levelconvey the feedback from the operational level

„„

considers a group of entities considers a group of entities

„„a selected set of data to be scrutinized a selected set of data to be scrutinized

„

„coco-- operation within the groupoperation within the group

Operational level Operational level

„

„

short- short -term decisions term decisions

„

„reactive, realreactive, real-- time responsetime response

„„

concrete and closely connected to the game concrete and closely connected to the game world

world

„„

considers individual entities considers individual entities

„

„

the cost of a wrong decision is relatively low the cost of a wrong decision is relatively low

„

„of course not to the entity itselfof course not to the entity itself

Use of the modelled knowledge Use of the modelled knowledge

„

„

time series data time series data

„

„

world = a generator of events and states, which world = a generator of events and states, which can be labelled with symbols

can be labelled with symbols

„

„

prediction prediction

„

„what the generator will produce next?what the generator will produce next?

„

„

production production

„

„simulating the output of the generatorsimulating the output of the generator

„

„

how to cope with uncertainty? how to cope with uncertainty?

Prediction Prediction

Modeller

maximum probability

Generator

Production Production

Modeller

random selection from

probability distribution

Methods: Optimization Methods: Optimization

„

„

elements: elements:

„„objective function to be maximized/minimizedobjective function to be maximized/minimized

„„variables affecting the value of the objective functionvariables affecting the value of the objective function

„

„constraints limiting feasible variable valuesconstraints limiting feasible variable values

„

„

goal: find among the feasible solutions the one goal: find among the feasible solutions the one that gives an optimum value for the objective that gives an optimum value for the objective function

function

„„

time consuming? time consuming?

→ heuristic rules to guide the search

→ heuristic rules to guide the search

(3)

3 Methods: Optimization (cont’d)

Methods: Optimization (cont’d)

„

„

hill hill- -climbing climbing

„

„how to escape local optima?how to escape local optima?

„„

tabu search tabu search

„

„

simulated annealing simulated annealing

„

„

genetic algorithms genetic algorithms

„

„multiple search tracesmultiple search traces

„

„

swarm algorithms swarm algorithms

Methods: Adaptation Methods: Adaptation

„

„

ability to make appropriate responses to ability to make appropriate responses to changed circumstances → learning changed circumstances → learning

„

„

searches for a function behind given solutions searches for a function behind given solutions

„

„optimization: solution for a given functionoptimization: solution for a given function

„„affecting factors are unknown or dynamicaffecting factors are unknown or dynamic

„„

pattern recognition pattern recognition

Methods: Adaptation (cont’d) Methods: Adaptation (cont’d)

„

„

neural networks neural networks

„

„training training

„

„supervised learningsupervised learning

„

„unsupervised learning (e.g., selfunsupervised learning (e.g., self--organizing maps)organizing maps)

„

„executionexecution

„

„

hidden Markov model hidden Markov model

„

„recurring structuresrecurring structures

Soft computing Soft computing

„

„L. Zadeh: methodologies that try to solve problems L. Zadeh: methodologies that try to solve problems arising from the complexity of the natural world arising from the complexity of the natural world

„

„approximationapproximation

„

„partial truthpartial truth

„

„imprecisionimprecision

„

„uncertaintyuncertainty

„

„computer games have used ‘hard’ computingcomputer games have used ‘hard’ computing

„„as the game worlds get more complex, perhaps soft as the game worlds get more complex, perhaps soft computing methods would suit better

computing methods would suit better

Soft computing methods Soft computing methods

„

„

probabilistic reasoning probabilistic reasoning

„„genetic algorithmsgenetic algorithms

„„Bayesian networksBayesian networks

„

„

artificial neural networks artificial neural networks

„

„backback-- propagation networkspropagation networks

„

„selfself-- organizing mapsorganizing maps

„„

fuzzy logic fuzzy logic

„

„fuzzy setsfuzzy sets

„

„approximate reasoningapproximate reasoning

Finite state machine (FSM) Finite state machine (FSM)

„„

components: components:

„„statesstates

„

„transitionstransitions

„

„eventsevents

„„actionsactions

„„

state chart: fully connected directed graph state chart: fully connected directed graph

„„vertices = statesvertices = states

„

„edges = transitionsedges = transitions

(4)

4 Properties of FSM

Properties of FSM

1.

1.

acceptor acceptor

„

„ does the input sequence fulfil given criteria?does the input sequence fulfil given criteria?

2.2.

transducer transducer

„

„ what is the corresponding output sequence for a what is the corresponding output sequence for a given input sequence?

given input sequence?

3.

3.

computator computator

„

„ what is the sequence of actions for a given input what is the sequence of actions for a given input sequence?

sequence?

„

„

these properties are independent! these properties are independent!

Mealy and Moore machines Mealy and Moore machines

„„theoretical cathegories for FSMstheoretical cathegories for FSMs

„

„Mealy machineMealy machine

„

„actions are in transitionsactions are in transitions

„

„the next action is determined by the current state and the the next action is determined by the current state and the occurring event

occurring event

„

„more compact but harder to comprehendmore compact but harder to comprehend

„„Moore machineMoore machine

„

„actions are in statesactions are in states

„

„the next action is determined by the next statethe next action is determined by the next state

„

„helps to understand and use state machines in UMLhelps to understand and use state machines in UML

Implementation Implementation

„„

design by contract design by contract

„„two parties: the supplier and the clienttwo parties: the supplier and the client

„

„formal agreement using interfacesformal agreement using interfaces

„

„

FSM software components FSM software components

„

„environment: view to the FSM (client)environment: view to the FSM (client)

„„context: handles the dynamic aspects of the FSM context: handles the dynamic aspects of the FSM (supplier)

(supplier)

„„structure: maintains the representation of the FSM structure: maintains the representation of the FSM (supplier)

(supplier)

Noteworthy Noteworthy

„„structure is staticstructure is static

„

„hard to modifyhard to modify

„

„reactivityreactivity

„

„memoryless representation of all possible walks from the memoryless representation of all possible walks from the initial state

initial state

„

„states are mutually exclusive: one state at a timestates are mutually exclusive: one state at a time

„

„not for continuous or multivalued valuesnot for continuous or multivalued values

„„combinatorial explosion combinatorial explosion

„„if the states and events are independentif the states and events are independent

„„risk of total rewritingrisk of total rewriting

„

„high cohesion of actionshigh cohesion of actions

Viittaukset

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